Thanks to Everyone from Ceosol, Liberado, mdotedot, SadiQ, colburt & poehyrulian for sharing your inputs. Many of the behaviors you people have shared would be difficult to accomplish without such help.

Im using the explode on death behavior to make the rain drops splash.. you can do the same im sure, i have simple physics and no collsions on the droplets... they are small so im not sure if theyre rotating.. running at 60fps

Ok so I added that behaviour you mentioned, now when I run my game it crashes completely, I tried to turn collisions off but then my game does not do what I need it to do for the collision based aspects (die upon collision)

I don't really use premade code from others. Just like you, I enjoy creating the things from scratch.

So with image API, you can create instances of something. For example, upon "death" of an object, instead create a bunch of image instances of the actor. Hide the original actor, while removing any physics (to prevent further collisions). You can then send the image instances wherever you want on the screen as particles. Whenever you want to get rid of all of them, just kill the original actor and all of its image instances will go away.

Another example of image instances is permanence. You can have a gun shell casing land on the ground and then attach an image of itself to the screen. That way you can kill the actor and allow the shell casing to permanently remain. Likewise, you can have a "damaged spot" appear on the player by creating an instance and attaching it to the player actor. That instance can then stay as long as you want.

Using actors as particles is similar to creating a Snake game. You create an actor and give it some lifespan. If you continue creating actors moving in a certain directional (all with similar lifespans), you could create a smoke or explosion effect.